Yea, the bandwidth to the edram on the Wii U would be higher. The 360's edram wasnt really edram on the first versions of the 360, it was on a seperate chip that was placed onto the 360. You sure about the 360 bandwidth, I read that it was cut in half for reads and writes. Like I pointe out, a HD5450 can run Need For Speed Most Wanted and has only 12.8GB/s of bandwidth. The bandwidth savings from edram is huge, so the Wii U would be in far better shape even with only 12.8GB/s to the main memory pool. The edram is the performer here. Its fast, and has enough capacity to hold the bandwidth hogs allowing the main memory to be used exclusively for reads. Keep in mind that the 360 always has to send the framebuffer to the main memory before it can be sent out of display. It also has to use tiling to do a 720p frame with AA, eating up even more bandwidth to the main memory.
That's what we need numbers for, what is the bandwidth between Mem0 and Mem2, and how is the Wii U designed to use it?
I'm pretty sure about the 360 bandwidth, and the diagram shows that the 10GB/s number is for GPU/CPU communications. if the edram was used correctly, as a go between between main ram and the GPU, if the bandwidth between the two RAM pools was high enough, theoretically the GPU would never need to directly read or write with main RAM. if they can stream assets through the faster bus, as well as use some of that for the high bandwidth users, it would make the effective bandwidth much much higher. Kind of like a lower cost way of creating GDDR like overall bandwidth (not really that high, but high enough to stay competitive) as well as keeping resource intensive functions off the GPU registers. A best of both worlds.
Edited by routerbad, 08 April 2013 - 01:28 PM.